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118 lines
4.9 KiB
C++
118 lines
4.9 KiB
C++
/*************************************************************************/
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/* world_boundary_shape_2d.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "world_boundary_shape_2d.h"
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#include "core/math/geometry_2d.h"
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#include "servers/physics_server_2d.h"
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#include "servers/rendering_server.h"
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bool WorldBoundaryShape2D::_edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const {
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Vector2 point = get_distance() * get_normal();
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Vector2 l[2][2] = { { point - get_normal().orthogonal() * 100, point + get_normal().orthogonal() * 100 }, { point, point + get_normal() * 30 } };
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for (int i = 0; i < 2; i++) {
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Vector2 closest = Geometry2D::get_closest_point_to_segment(p_point, l[i]);
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if (p_point.distance_to(closest) < p_tolerance) {
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return true;
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}
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}
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return false;
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}
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void WorldBoundaryShape2D::_update_shape() {
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Array arr;
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arr.push_back(normal);
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arr.push_back(distance);
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PhysicsServer2D::get_singleton()->shape_set_data(get_rid(), arr);
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emit_changed();
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}
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void WorldBoundaryShape2D::set_normal(const Vector2 &p_normal) {
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normal = p_normal;
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_update_shape();
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}
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void WorldBoundaryShape2D::set_distance(real_t p_distance) {
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distance = p_distance;
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_update_shape();
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}
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Vector2 WorldBoundaryShape2D::get_normal() const {
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return normal;
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}
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real_t WorldBoundaryShape2D::get_distance() const {
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return distance;
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}
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void WorldBoundaryShape2D::draw(const RID &p_to_rid, const Color &p_color) {
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Vector2 point = get_distance() * get_normal();
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Vector2 l1[2] = { point - get_normal().orthogonal() * 100, point + get_normal().orthogonal() * 100 };
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RS::get_singleton()->canvas_item_add_line(p_to_rid, l1[0], l1[1], p_color, 3);
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Vector2 l2[2] = { point, point + get_normal() * 30 };
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RS::get_singleton()->canvas_item_add_line(p_to_rid, l2[0], l2[1], p_color, 3);
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}
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Rect2 WorldBoundaryShape2D::get_rect() const {
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Vector2 point = get_distance() * get_normal();
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Vector2 l1[2] = { point - get_normal().orthogonal() * 100, point + get_normal().orthogonal() * 100 };
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Vector2 l2[2] = { point, point + get_normal() * 30 };
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Rect2 rect;
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rect.position = l1[0];
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rect.expand_to(l1[1]);
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rect.expand_to(l2[0]);
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rect.expand_to(l2[1]);
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return rect;
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}
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real_t WorldBoundaryShape2D::get_enclosing_radius() const {
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return distance;
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}
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void WorldBoundaryShape2D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_normal", "normal"), &WorldBoundaryShape2D::set_normal);
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ClassDB::bind_method(D_METHOD("get_normal"), &WorldBoundaryShape2D::get_normal);
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ClassDB::bind_method(D_METHOD("set_distance", "distance"), &WorldBoundaryShape2D::set_distance);
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ClassDB::bind_method(D_METHOD("get_distance"), &WorldBoundaryShape2D::get_distance);
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "normal"), "set_normal", "get_normal");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "distance"), "set_distance", "get_distance");
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}
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WorldBoundaryShape2D::WorldBoundaryShape2D() :
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Shape2D(PhysicsServer2D::get_singleton()->world_boundary_shape_create()) {
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_update_shape();
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}
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